Remove superfluous .*.

I may be be slowly getting the hang of this language.
This commit is contained in:
Isaac Freund 2020-03-24 20:03:48 +01:00
parent e01a150f6d
commit 4872a68378
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GPG key ID: 86DED400DDFD7A11
6 changed files with 60 additions and 56 deletions

View file

@ -100,11 +100,11 @@ pub const Cursor = struct {
// can choose how we want to process them, forwarding them to clients and
// moving the cursor around. See following post for more detail:
// https://drewdevault.com/2018/07/17/Input-handling-in-wlroots.html
c.wl_signal_add(&self.wlr_cursor.*.events.motion, &self.listen_motion);
c.wl_signal_add(&self.wlr_cursor.*.events.motion_absolute, &self.listen_motion_absolute);
c.wl_signal_add(&self.wlr_cursor.*.events.button, &self.listen_button);
c.wl_signal_add(&self.wlr_cursor.*.events.axis, &self.listen_axis);
c.wl_signal_add(&self.wlr_cursor.*.events.frame, &self.listen_frame);
c.wl_signal_add(&self.wlr_cursor.events.motion, &self.listen_motion);
c.wl_signal_add(&self.wlr_cursor.events.motion_absolute, &self.listen_motion_absolute);
c.wl_signal_add(&self.wlr_cursor.events.button, &self.listen_button);
c.wl_signal_add(&self.wlr_cursor.events.axis, &self.listen_axis);
c.wl_signal_add(&self.wlr_cursor.events.frame, &self.listen_frame);
// This listens for clients requesting a specific cursor image
c.wl_signal_add(&self.seat.wlr_seat.events.request_set_cursor, &self.listen_request_set_cursor);
@ -112,8 +112,8 @@ pub const Cursor = struct {
fn process_move(self: *@This(), time: u32) void {
// Move the grabbed view to the new position.
self.grabbed_view.?.*.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
self.grabbed_view.?.*.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
self.grabbed_view.?.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
self.grabbed_view.?.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
}
fn process_resize(self: *@This(), time: u32) void {
@ -279,7 +279,7 @@ pub const Cursor = struct {
&sy,
);
if (event.*.state == c.enum_wlr_button_state.WLR_BUTTON_RELEASED) {
if (event.state == c.enum_wlr_button_state.WLR_BUTTON_RELEASED) {
// If you released any buttons, we exit interactive move/resize mode.
cursor.mode = CursorMode.Passthrough;
} else {
@ -331,7 +331,7 @@ pub const Cursor = struct {
// This can be sent by any client, so we check to make sure this one is
// actually has pointer focus first.
if (focused_client == event.*.seat_client) {
if (focused_client == event.seat_client) {
// Once we've vetted the client, we can tell the cursor to use the
// provided surface as the cursor image. It will set the hardware cursor
// on the output that it's currently on and continue to do so as the

View file

@ -6,6 +6,7 @@ const Seat = @import("seat.zig").Seat;
pub const Keyboard = struct {
seat: *Seat,
device: *c.wlr_input_device,
wlr_keyboard: *c.wlr_keyboard,
listen_modifiers: c.wl_listener,
listen_key: c.wl_listener,
@ -13,6 +14,7 @@ pub const Keyboard = struct {
pub fn init(self: *@This(), seat: *Seat, device: *c.wlr_input_device) !void {
self.seat = seat;
self.device = device;
self.wlr_keyboard = device.unnamed_37.keyboard;
// We need to prepare an XKB keymap and assign it to the keyboard. This
// assumes the defaults (e.g. layout = "us").
@ -35,17 +37,16 @@ pub const Keyboard = struct {
return error.CantCreateXkbKeymap;
defer c.xkb_keymap_unref(keymap);
var keyboard_device = self.device.unnamed_37.keyboard;
// TODO: handle failure after https://github.com/swaywm/wlroots/pull/2081
c.wlr_keyboard_set_keymap(keyboard_device, keymap);
c.wlr_keyboard_set_repeat_info(keyboard_device, 25, 600);
c.wlr_keyboard_set_keymap(self.wlr_keyboard, keymap);
c.wlr_keyboard_set_repeat_info(self.wlr_keyboard, 25, 600);
// Setup listeners for keyboard events
self.listen_modifiers.notify = handle_modifiers;
c.wl_signal_add(&keyboard_device.*.events.modifiers, &self.listen_modifiers);
c.wl_signal_add(&self.wlr_keyboard.events.modifiers, &self.listen_modifiers);
self.listen_key.notify = handle_key;
c.wl_signal_add(&keyboard_device.*.events.key, &self.listen_key);
c.wl_signal_add(&self.wlr_keyboard.events.key, &self.listen_key);
}
fn handle_modifiers(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
@ -57,10 +58,13 @@ pub const Keyboard = struct {
// Wayland protocol - not wlroots. We assign all connected keyboards to the
// same seat. You can swap out the underlying wlr_keyboard like this and
// wlr_seat handles this transparently.
c.wlr_seat_set_keyboard(keyboard.seat.wlr_seat, keyboard.*.device);
c.wlr_seat_set_keyboard(keyboard.seat.wlr_seat, keyboard.device);
// Send modifiers to the client.
c.wlr_seat_keyboard_notify_modifiers(keyboard.seat.wlr_seat, &keyboard.*.device.*.unnamed_37.keyboard.*.modifiers);
c.wlr_seat_keyboard_notify_modifiers(
keyboard.seat.wlr_seat,
&keyboard.wlr_keyboard.modifiers,
);
}
fn handle_key(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
@ -71,16 +75,16 @@ pub const Keyboard = struct {
@alignCast(@alignOf(*c.wlr_event_keyboard_key), data),
);
const keyboard_device = keyboard.device.unnamed_37.keyboard;
const wlr_keyboard: *c.wlr_keyboard = keyboard.device.unnamed_37.keyboard;
// Translate libinput keycode -> xkbcommon
const keycode = event.keycode + 8;
// Get a list of keysyms based on the keymap for this keyboard
var syms: ?[*]c.xkb_keysym_t = undefined;
const nsyms = c.xkb_state_key_get_syms(keyboard_device.*.xkb_state, keycode, &syms);
const nsyms = c.xkb_state_key_get_syms(wlr_keyboard.xkb_state, keycode, &syms);
var handled = false;
const modifiers = c.wlr_keyboard_get_modifiers(keyboard_device);
const modifiers = c.wlr_keyboard_get_modifiers(wlr_keyboard);
if (modifiers & @intCast(u32, c.WLR_MODIFIER_LOGO) != 0 and
event.state == c.enum_wlr_key_state.WLR_KEY_PRESSED)
{

View file

@ -24,7 +24,7 @@ pub const Output = struct {
// would let the user configure it.
// if not empty
if (c.wl_list_empty(&wlr_output.*.modes) == 0) {
if (c.wl_list_empty(&wlr_output.modes) == 0) {
const mode = c.wlr_output_preferred_mode(wlr_output);
c.wlr_output_set_mode(wlr_output, mode);
c.wlr_output_enable(wlr_output, true);
@ -62,13 +62,13 @@ pub const Output = struct {
_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
// wlr_output_attach_render makes the OpenGL context current.
if (!c.wlr_output_attach_render(output.*.wlr_output, null)) {
if (!c.wlr_output_attach_render(output.wlr_output, null)) {
return;
}
// The "effective" resolution can change if you rotate your outputs.
var width: c_int = undefined;
var height: c_int = undefined;
c.wlr_output_effective_resolution(output.*.wlr_output, &width, &height);
c.wlr_output_effective_resolution(output.wlr_output, &width, &height);
// Begin the renderer (calls glViewport and some other GL sanity checks)
c.wlr_renderer_begin(renderer, width, height);
@ -85,14 +85,14 @@ pub const Output = struct {
continue;
}
var rdata = RenderData{
.output = output.*.wlr_output,
.output = output.wlr_output,
.view = view,
.renderer = renderer,
.when = &now,
};
// This calls our render_surface function for each surface among the
// xdg_surface's toplevel and popups.
c.wlr_xdg_surface_for_each_surface(view.*.wlr_xdg_surface, render_surface, &rdata);
c.wlr_xdg_surface_for_each_surface(view.wlr_xdg_surface, render_surface, &rdata);
}
// Hardware cursors are rendered by the GPU on a separate plane, and can be
@ -101,13 +101,13 @@ pub const Output = struct {
// reason, wlroots provides a software fallback, which we ask it to render
// here. wlr_cursor handles configuring hardware vs software cursors for you,
// and this function is a no-op when hardware cursors are in use.
c.wlr_output_render_software_cursors(output.*.wlr_output, null);
c.wlr_output_render_software_cursors(output.wlr_output, null);
// Conclude rendering and swap the buffers, showing the final frame
// on-screen.
c.wlr_renderer_end(renderer);
// TODO: handle failure
_ = c.wlr_output_commit(output.*.wlr_output);
_ = c.wlr_output_commit(output.wlr_output);
}
fn render_surface(opt_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
@ -115,8 +115,8 @@ pub const Output = struct {
var surface = opt_surface.?;
// This function is called for every surface that needs to be rendered.
var rdata = @ptrCast(*RenderData, @alignCast(@alignOf(RenderData), data));
var view = rdata.*.view;
var output = rdata.*.output;
var view = rdata.view;
var output = rdata.output;
// We first obtain a wlr_texture, which is a GPU resource. wlroots
// automatically handles negotiating these with the client. The underlying
@ -135,16 +135,16 @@ pub const Output = struct {
var ox: f64 = 0.0;
var oy: f64 = 0.0;
c.wlr_output_layout_output_coords(view.server.wlr_output_layout, output, &ox, &oy);
ox += @intToFloat(f64, view.*.x + sx);
oy += @intToFloat(f64, view.*.y + sy);
ox += @intToFloat(f64, view.x + sx);
oy += @intToFloat(f64, view.y + sy);
// We also have to apply the scale factor for HiDPI outputs. This is only
// part of the puzzle, TinyWL does not fully support HiDPI.
var box = c.wlr_box{
.x = @floatToInt(c_int, ox * output.*.scale),
.y = @floatToInt(c_int, oy * output.*.scale),
.width = @floatToInt(c_int, @intToFloat(f32, surface.*.current.width) * output.*.scale),
.height = @floatToInt(c_int, @intToFloat(f32, surface.*.current.height) * output.*.scale),
.x = @floatToInt(c_int, ox * output.scale),
.y = @floatToInt(c_int, oy * output.scale),
.width = @floatToInt(c_int, @intToFloat(f32, surface.current.width) * output.scale),
.height = @floatToInt(c_int, @intToFloat(f32, surface.current.height) * output.scale),
};
// Those familiar with OpenGL are also familiar with the role of matricies
@ -157,15 +157,15 @@ pub const Output = struct {
// Naturally you can do this any way you like, for example to make a 3D
// compositor.
var matrix: [9]f32 = undefined;
var transform = c.wlr_output_transform_invert(surface.*.current.transform);
c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.*.transform_matrix);
var transform = c.wlr_output_transform_invert(surface.current.transform);
c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix);
// This takes our matrix, the texture, and an alpha, and performs the actual
// rendering on the GPU.
_ = c.wlr_render_texture_with_matrix(rdata.*.renderer, texture, &matrix, 1.0);
_ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0);
// This lets the client know that we've displayed that frame and it can
// prepare another one now if it likes.
c.wlr_surface_send_frame_done(surface, rdata.*.when);
c.wlr_surface_send_frame_done(surface, rdata.when);
}
};

View file

@ -29,7 +29,7 @@ pub const Seat = struct {
};
// This seems to be the default seat name used by compositors
seat.wlr_seat = c.wlr_seat_create(server.*.wl_display, "seat0") orelse
seat.wlr_seat = c.wlr_seat_create(server.wl_display, "seat0") orelse
return error.CantCreateWlrSeat;
return seat;
@ -65,7 +65,7 @@ pub const Seat = struct {
var seat = @fieldParentPtr(Seat, "listen_new_input", listener.?);
var device = @ptrCast(*c.wlr_input_device, @alignCast(@alignOf(*c.wlr_input_device), data));
switch (device.*.type) {
switch (device.type) {
.WLR_INPUT_DEVICE_KEYBOARD => seat.add_keyboard(device) catch unreachable,
.WLR_INPUT_DEVICE_POINTER => seat.add_pointer(device),
else => {},

View file

@ -84,8 +84,8 @@ pub const Server = struct {
// This can't be done in create() as wl_signal_add() creates a pointer
// to the wl_list link in our wl_listener, a pointer that would be
// broken when returning from create();
c.wl_signal_add(&self.wlr_backend.*.events.new_output, &self.listen_new_output);
c.wl_signal_add(&self.wlr_xdg_shell.*.events.new_surface, &self.listen_new_xdg_surface);
c.wl_signal_add(&self.wlr_backend.events.new_output, &self.listen_new_output);
c.wl_signal_add(&self.wlr_xdg_shell.events.new_surface, &self.listen_new_xdg_surface);
}
/// Free allocated memory and clean up
@ -129,13 +129,13 @@ pub const Server = struct {
c.XKB_KEY_Escape => c.wl_display_terminate(self.wl_display),
c.XKB_KEY_F1 => {
// Cycle to the next view
//if (c.wl_list_length(&server.*.views) > 1) {
// const current_view = @fieldParentPtr(View, "link", server.*.views.next);
// const next_view = @fieldParentPtr(View, "link", current_view.*.link.next);
// focus_view(next_view, next_view.*.xdg_surface.*.surface);
//if (c.wl_list_length(&server.views) > 1) {
// const current_view = @fieldParentPtr(View, "link", server.views.next);
// const next_view = @fieldParentPtr(View, "link", current_view.link.next);
// focus_view(next_view, next_view.xdg_surface.surface);
// // Move the previous view to the end of the list
// c.wl_list_remove(&current_view.*.link);
// c.wl_list_insert(server.*.views.prev, &current_view.*.link);
// c.wl_list_remove(&current_view.link);
// c.wl_list_insert(server.views.prev, &current_view.link);
//}
},
else => return false,

View file

@ -34,9 +34,9 @@ pub const View = struct {
self.listen_destroy.notify = handle_destroy;
c.wl_signal_add(&self.wlr_xdg_surface.events.destroy, &self.listen_destroy);
// var toplevel = xdg_surface.*.unnamed_160.toplevel;
// c.wl_signal_add(&toplevel.*.events.request_move, &view.*.request_move);
// c.wl_signal_add(&toplevel.*.events.request_resize, &view.*.request_resize);
// var toplevel = xdg_surface.unnamed_160.toplevel;
// c.wl_signal_add(&toplevel.events.request_move, &view.request_move);
// c.wl_signal_add(&toplevel.events.request_resize, &view.request_resize);
}
fn handle_map(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
@ -48,7 +48,7 @@ pub const View = struct {
fn handle_unmap(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
var view = @fieldParentPtr(View, "listen_unmap", listener.?);
view.*.mapped = false;
view.mapped = false;
}
fn handle_destroy(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
@ -110,13 +110,13 @@ pub const View = struct {
// Tell the seat to have the keyboard enter this surface. wlroots will keep
// track of this and automatically send key events to the appropriate
// clients without additional work on your part.
var keyboard = c.wlr_seat_get_keyboard(wlr_seat);
var keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(wlr_seat);
c.wlr_seat_keyboard_notify_enter(
wlr_seat,
self.wlr_xdg_surface.surface,
&keyboard.*.keycodes,
keyboard.*.num_keycodes,
&keyboard.*.modifiers,
&keyboard.keycodes,
keyboard.num_keycodes,
&keyboard.modifiers,
);
}